Impact1986
Posts: 19
Joined: 3/27/2010 Status: offline
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quote:
ORIGINAL: Erik Rutins Hi everyone, Time for another preview of what's on the way. I just synced up with Elliot to make sure we were on the same page and I think you will be happy with the upcoming improvements and fixes. Below are the items that will be in the next patch. Because of the rebalancing, we will have this in testing a bit longer, so we expect it to go to a public beta around the 19th. BALANCE FACTORS * Rebalance number of colonizable planets and abundance of resources * Racial bonuses apply in more gradual manner for multi-racial empires * Trade valuations for colonies, bases and tech rebalanced * Decrease likelihood of empires colonizing in other empires systems * Reasonable limits on arming civilian ships. AI allows for defensive weapons, with no negative impact on relationships * Enforce size limits on Resupply Ship. Also enforce minimum percentage of space as cargo storage, etc to limit how many weapons can be on board * Limit negative effects of poor reputation on your empire's colonies, i.e. citizens less concerned about your reputation, especially for certain races NEW FEATURES * Add auto-refuel option for all ships, even when manually-controlled * Manually-controlled military ships automatically engage enemies, no need to manually select targets * Add mass-retrofit option from Ships and Bases screen * Allow turning off display of ships at galaxy- and sector-zoom level (fleets, bases, military ships, civilian ships, etc) BUGS * Fix bugs where fleets may have missions cancelled * Fix bug with 'ghost ships' and defeated empires * Fix other minor bugs There may also be other items included in the patch, but this is the minimum list. how about adding more different shipclasses? like a really big ship called worldship, with unlimited size, but depending on the planet its built on. and more weapon classes, instead of having bombs and torpedoes in one class, make an own class for bombs against planets (also with different warheads, nuclear, chemical, biological... etc) and then put torpedoes in their own class. that way ships which get upgraded wont automaticly have bombs instead of torpedoes. it would also be good if you could have massdrivers... now that i think of. how about custom massdrivers? the only thing you improve is the miniaturization, so at the beginning with low tech, you will have massdrivers like todays cannons and firearms, with a chemical propellant. those weapons have larger range or are more damaging, depending on factors like size of the mass they accelerate. you can build one giant cannon on a frigate, up to the maximum size limit of the current shipyards, but will be less accurate and cost large amount of resources. the ships also have to carry the ammunition, so the will be of limited use. better technologies will make the size of the weapons smaller, and have a higher speed because then magnetic fields will be used. instead of only using ammunition, this type of weapon also uses up energy, also depending on how large the calibre is. i would like to mod these things into the game by myself... but its impossible because everything is hardcoded. this is the only gripe i have with this game now. if you make it more moddable, i would even pay you again
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